Dungeon23 #7: hints of demonic influence on the dungeon

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Brian S. Stephan 2023-01-10 21:38:00 -06:00
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@ -126,6 +126,27 @@ is here yet.]
(*Effect:* +1 inspiration bonus to attack and damage against demons if the PC makes a small appeal to Marrowmaw after a
full heal-up.)
**BEYOND:** The cave passage continues through this room to the various chambers that make up the [Hell-touched
Colony](#07-hell-touched-colony).
## 07. Hell-touched Colony
> The winding passage leads to a larger cavern broken up by natural rock wall, creating smaller interconnected chambers.
> Light casts odd shadows from the varying stalagmites and short walls, making it difficult to immediately discern the
> size and depth of the chamber. The rock gives off a slight warmth.
Portions of this section of the dungeon have been touched by the Diabolist's influence. Also by the hellbugs. The
corruption tears through floors of the dungeon, though the depths are not reachable from this area of the first floor.
**HELLBUGS:** Two hook scuttlers and three giant scorpions prawl the cavern walls and ceilings. They can be spotted with
a DC 20 skill check, or a DC 15 skill check with ample lighting or dungeonsense or similar extraordinary ability. Adept
hunters, they will strike if the party splits itself up investigating the cavern, or if it seems their prey is about to
leave. [Give the giant scorpions a hellish ability, or maybe just fire damage?]
**TREASURE:** The PCs need to take some time before or after the battle to find it, but one of the chambers contains the
skeletal remains of a long-since passed adventurer. Resting on the bones is a *+1 cloak of adroit avoidance* and a
nonmagical ring bearing a family crest. [This should be some kind of nod or hook for something later in the dungeon.]
# Stat Blocks
## Ghoulranha